Machine Slayer

Tyophelis's page

Organized Play Member. 112 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS

1 to 50 of 112 << first < prev | 1 | 2 | 3 | next > last >>

Joana wrote:
Here is the link to the P1e Adventure Finder. From there you can click to see adventures by level.

Thank you very much

Would anyone like to give me some recommendation for an Adventure Module after Reign of Winter (lvl 16)? I know the Witchwar Legacy offfers itself, but I think we played the Winter thematic enough and kinda would look for something new.


1 person marked this as a favorite.

Hello

I apologize, this question has certainly been answered before but with the web page changes none of the links I find work.

Is there a comprehensive list/webpage of high level adventures modules for PATHFINDER 1E?
or can you list/link some of your favourites for lvl 15+-

thank you very much


The one thing that has always bothered me the most is the disconnection between the different books in an adventure path. Often the books don t contribute to the whole plot, which is a pity.


Long long time ago a Cleric of Gorum has met his fate to early in one of my campaigns. With no means to resusrect him, his ulfen comrades burned his body and sent him to Valhalla. Unfortunately he never arrived there. He had straied from the right path one to many times. Pharasma denied him entrance to the elysium and his soul was damned to wander the fires of hell, but not for all eternity. One of his former companions gained unbelievable power by serving baba yaga and has rescued his Soul from the tortures off hell.
So this pc in my campaign is now a ghost of his former character. This gives him alot of immunities, immortality and abilities. I ve decided to balance this by handicapping him how he can interact with wordly goods. Which means he can t use any new magic items(exept ghosttouch) he diddn t posses before turning a ghost. He s got a magic weapon, a ghosttouch hellknight armor and a cursed ring that adds+2 whenever he suffers dmg.
He s not very happy about the restrictions on magic items. What items can a ghost use legaly? Is there a cost I could add to create a mundane magic item with the ectoplasmic or ghosttouch ability?
I ve allowed him to make use of scrolls, should I allow him to make use of all items that have a magic trigger?
I would apreciate links to any magic item a ghost can equip or rules how I would go about to craft a magic item like a belt or so that could be worn by a ghost and the costs associated with it. Thank you very much


I like it alot. It s thematic and flavourfull. But I do find the rage power progression abit to good. I would lower it to a rage power every 4 levels, starting at 8th, but you probably have a build in mind, so starting at 6th wouldn t brake the whole game. Greater rage could also be removed if the DM has balance concerns


Can someone recommend a module to substitute rasputin must die with? I am really not to keen to bring my table to a WW1 scenario in russia. The ap already feels very disjointed between the books.


Yea I m thinking of a Hydrokineticist so I can add slick to the blasts to add our frontline to do sneak damage.
As a Race I m thinking Hobgoblin or a female Merfolk. I ll start at lvl 4. I m not to keen on Toughness but since we roll stats I should have atleast an 18 con after racials. We have no dedicated healer in the group, Sandara channels in the evenings normaly and the druid does the ocasional emergency heal. What do you people think of the kinteic Chirurgeon archetype? or am I better off just taking kinetic healer as an infusion

The details I have to figure out later, I m on holidays and don t have the book with me. The information on the d20pfsrd site is very limited.
but any help, build ideas are very much apreciated. I ve looked at several class guides, but a concrete idea what infusions and feats to take at which level is are beyond my current understanding.


Thanks everyone for their suggestions so far. I ve looked at the Psychic and couldn t find anything that would mash well with water. ok airbubble is in it s spelllist but on the other side I couldn t find much dmg.
I guess when I asked about the Occult classes I was kinda thinking about the Kineticist.
The others classes look more like guishes or bards to me. Which I normaly love, but we ve got plenty of melee in this group and lack a ranged specialist.
Thank you for the suggestion of an alchemist. I ve played one and he was an absolute highlight in the campaign. But I don t think bombs work that well under water and I want something new.

Kineticist it shall be: Any suggestions on the build? What are feats or abilitys I must have?


Hi. There are so many classes I still want to play in Pathfinder but none fits into this setting.
Our party has a horrible composition, with everyone trying to be as piraty as possible we ended up with 3 roguish characters, one fights with a harpoon... the other atleast dualwields knifes and the third our captain some useless gunslinger archetype does aproximately 2 dmg per round.
We also got a skald, but the most powerfull character is by far the druids companion...
I was playing a cleric but I m pretty tired of it, since i play alot of support characters and this one doesn t mash well with aquatic or naval combat, let alone skill checks.

Currently I have a witch and an oracle so I rather not play those. I m also not so keen on a bard, altough the party could certainly do with one.

What I m looking for is a full caster, that can also handle and support others in aquatic encounters, has some decent skills and while I want to prioretise on battlefield control he must also be able to deal some nasty dmg.
I have the occult classes book and would like to use one of them. But I ve never seen one in action and find it hard to imagine their power by just going through the book.

What class and archetype would you recommend?
Thanks in advance


I agree, I wouldn t spend a feat on a weapon proficiency. If you do atleast get something cool and exotic like a falcata or fauchard.
I have a melee focused spirit guide oracle and at lvl 9 I find myself less and less hitting things. You have so many spells at that lvl that if I get to whack someone with my spear it s in round 4 or 5 when the battle is basicly over. It all depends on group composition but even with a starting str. of 18 and a +3 spear, I can t compete with our frontliners, so I rather buff them or the whole group, then spend 2extra rounds buffing myself, just to get 2 hits in per fight.
There is nothing wrong with going melee in your early lvls as an oracle but you re a full caster class and that s where you should focus your precious ressources like feats.
improved initiative or (scion of war which you probably can t take) make good 1st lvl feats.


Oracle s don t have to be life to be great supporters. Most of their Mysteries are actualy pretty frontline focused. Battle or iron give you easy access to heavy armor and better weapons. I would suggest making a spirit guide archetype to expand the spell selection and make her really versatile on a day to day basis. If she feels the group needs more heals she can take life from the shaman side and will receive channel at lvl 7. If she wants to blast one morning, she can wake up and pick up flames or if she wants to be more frontline battle has some really good hexes. She would loose alot of revelations, but those you can pick up with extra revelation or even items later on.
Oracle is a really flavourfull class with alot of open doors for roleplaying. It won t be as good a frontliner as a paladin but it will certainly make for a better support class


life link basecly forces you to heal yourself every odd round, which is counter productiv. If you have that many channels and can use it as move action, there is no reason to take life link. Life link makes sense for a very short period of the game, where it enables you to not have to heal allies, because you keep their hp up by taking some dmg off them. But after lvl 6 channel and life link are just not enough to keep someone up who s taking 60-80 dmg a round. That s when crowd control, shield other and single target heals become essential.


By cure spells I didn t mean heals, but cure disease, poison, lesser restoration, remove curse and such. They are essentials for a support character and will occupy alot of your spell slots.
Spells:
1. Murderous command, bless, cause fear( early lvls) divine favour, endure elements, remove fear, sanctuary
2. Shield other, Protection from evil communal, silence, bulls strenght, burst ofnradiance, delay disease, delay poison, lesser restauration, ghostbane dirge, make whole, endure elements communal, sound burst
3. Prayer, magic vestment, dispel magic, remove blind/ deafness, remove curse, resist energy communal
4. Summen monster 4 arch hound, airwalk, blessing of fervor, dimensional anchor, freedom of movemnt, holy smite.

You ll need the druid to help you out with some of the remove spells, else your list will be very limited. That s why I say it makes no sense to go double life. You need those extra spells known from the spirit guide, it s the whole reason you take the archetype. As a spontaneous caster your spell selection is extremely limited and expanding it is what s gona give you the power. You ll have plenty of spells and heals to throw around but what you lack is versatility and that s what makes the spirit guide one of the best archetypes for oracles. What i don t like about life link is that it makes it basic necessary to heal 2 people every round, yourself and the person being hit by the big mob. While alot of the healing is wasted on people who aren t really in danger. Shield other makes it so that you don t always have to run to the frontline everytime your tank is being hit. You re absorbing enough dmg that he ll stay alive for another round and you can do something else then channel every round. Which is a really bad use of your actions. I just feel you re pumping all your ressources into channeling. Your making yourself a healbot.


Hello, I play a lvl 9 assimar life oracle spirit guide battle/fire. I would never go double life. You loose your revelations and the best part of spirit guide, the extra spells, for some extra channels...I have quick channeling and 6 uses a day of channel which is plenty. Normaly I use 2 quickened ones and 2 normal. Channeling really isn t that powerfull that you build a whole character around it. You ll have plenty of low lvl spells to heal out of combat and channeling does fall behind the big hits of enemies.
I don t have life link but i always use shield other on the party barbarian. 5 hp a round isn t going to safe anyone at lvl 8 where some mobs do 30+ hp dmg a hit. So fey foundling really isn t necessary. From the race suggestions you gave I would probably choose Kitsune for stats, style and the enchantment bonus. Halfelf also is very apealing for the extra spells known, specially if you re the only support class in your group. I miss out on the xtra spells so my most important magic item is a mmnemonic vestment, which allows me to use 1 scroll without expanding it. Else you ll use up all your slots with cure spells.
If i would rebuild my character i would take a cool caster mystery like heavens or lunar for battlefield control and use life spirit guide to get the channeling at lvl 7. Life oracles really aren t that exiting to play at low lvls, but I do love my high lvl oracle and the flavour is really strong.


I really dislike the disconnection of the different books, all of them playing in different areas. So I had the idea to move this whole Iobara story back to Irrisen into the nordwest of Bleakmarch, where the 3 borders meet of Land of Linnorn Kings, Urjuk and Irrisen. The 3 Statues will be overseeing the different lands and are a protection for when Kostchtchie comes back for revenge.
Three of my PC s are Ulfen and I would like to keep the adventure there for longer, tell them the Story of how Baba Jaga conquered their ancestral lands and add abit of a sandbox element to the railroad.

PLOTS:

The closest town is Belila. Two years ago a treachorous cleric from Iobara arived there and has converted most of the population to her demonic Cult of Sifkesh. Minesqa Rovoyosh (the cleric) goal are to find the vault of Silver and Ice where the ghost of a former cleric of Desna Inkit Reli haunts the place. According to legends in this vault a deamon called Filth is trapped, should he brake free it will release the full power of Chill bane and the disease will once again be deadly.
The area of Urjuk is home to many frost giants, from where the threat of Vsevolod could be comming from. According to legends Jarl Ceszac helped Baba Jaga with the conquest of the Linnorn Kingdoms. After never beeing satisfied with the rewards he s recieved for his acchievements Baba Jaga grew tired of him and made him into a skeletal champion doomed to live forever in his keep, Giants Fist which is now haunted by undead, shadows and even a white dragon ravener.

This information is from the Irrisen Land of winter book. I will also be including information from Hagreach from the land of Linnorn Kings book as soon as it arrives. Does anyone know of additional information and ressources about this area, that connects to Baba Jaga?

ALso I m struggling to put a plot together where I can incorporate Kostchtchie, Jarl Ceszac, Ratibor and other warlords into a fine story. My problem is that so far all seem to be former allies of Baba Jaga. But I would like for one or two to be Ulfs. Would you spinn a story where Ratibor was a sucessfull or treacherous Ulf general?
The party never really wanted to help Baba Jaga with conviction, I had to convince them that Queen Elvanna is the worse of the two evils and only Baba Jaga can stop her.
If I lead the group on this longer path with all this sidequests. How can I reward them? I still want them to discover the Coven and dungeon from the book. They are already pretty powerfull and while I m looking forward to the challenge of designing my own plots, I want to avoid of having to upgrade every future encounter.


Cory Stafford 29 wrote:
Changing the exemplar's song into a skald's song is getting into homebrew territory. Quite frankly, exemplar doesn't really seem to fit Pwent. He inspires by rushing into combat and shredding enemies, not singing or shouting commands. I would go standard brawler or mutagenic mauler for a good gutbuster nova round a day. You'll also want extra rage in there somewhere too.

You re right, chanting is not Pwents thing. The DM never asked me to build Pwent, I just used him as an example to describe what I was trying to acchieve.

The DM asked me to build a troop of dwarf Bloodragers and one commander for them, inspired by the story of the gutbusters.
The subordinates were easy to build because of the few feats they had, but my lack of knowledge with highlevel grappling feats led me to make this thread, to get advice what feats a lvl 8 grappler would need. I appologize for missleading you by asking for pwent.


Thank you very much for everyone s input. The once a day restriction of the Mutagen has caused some serious doubts, so I ve done my first draft with my original idea: 1 lvl of Armored Hulk barbarian, rest Brawler.

His subordinates are lvl 3, build:
T Berserker of Society
0 Endurance
1 Diehard
2 Improved Grapple
3. Snapping Turtle Style
Mart.flex: Snapping Turtle CLutch

For Thibbledorf I went the Exemplar route, because it feels more like a leader rallying his troups around him, shouting tactics and singing... I can t recall the gutbusters singing but we needed more rage rounds for them, so we ve changed the Exemplars song into a skalds rage song adding another 7 rounds to the 8 they all had before.

Thibbledorf lvl 8 (1 Armored Hulk, 7 Exemplar Brwaler)
Feats:
0 Endurance
1. Diehard
3. Improved Unarmed STrike
3. Improved Grapple
5. coordinated Defense Teamwork Feat
6. Greater Grapple
7. Hamatula Strike
Mart.flex: Bodyshield / Chokehold

Now I m not unhappy with this build but I feel it has big room for improvement. I am gratefull for any suggestions


Imbicatus and Dave are on to something. The Gutbusters, how his troops are called, are known for drinking a horrible brew before the battle and then fly into rage. Mutagen certainly is similar enough to rage for it to be a valid raplacement. What I don t want to do is stack Mutagen and rage, because I think it s a pretty broken combination and since they are NSC s they shouldn t take the spotlight from us PC s.
Unfortunately I am not really familiar with alchemists either. I tought Mutagen only changes stats, I don t follow on the: Mutagenic Mauler doesn't automatically gain feral mutagen, he can instead take preserve organs or spontaneous healing, which while less powerful fits the flavor better. discussion.

But where I really need help is with the grapple feats. Can someone list the essentials and at which levels to take them?

I feel I can t decide if I go the standart brawler or Mutagenic route before I know what feats are needed.


Serum wrote:

I don't think Power Attack is overkill. It makes his damage much more swingy due to the large loss in his attack roll:

Assuming 18 strength when enlarged and a spiked light shield, his standard attack line when attacking humans is
mwk warhammer +14/+9 [+6 BAB +4 Str -1 Size +1 mwk +4 favored enemy] (2d6+8 [+4 Str +4 favored enemy]), +1 spiked light shield +14 (1d6+7 [+2 Str, +4 favored enemy, +1 magic])

A full-attack with Two-weapon Fighting and Power Attack is:
mwk warhammer +9/+4 [as above -2 TWF -3 PA] (2d6+14 [as above +6 PA]), +1 spiked light shield +11 [as above -3 PA](1d6+10 [as above +3 PA])
closer comparison:
Normal: mwk warhammer +14/+9 (2d6+8), +1 spiked light shield +14 (1d6+7)
TWF+PA: mwk warhammer +9/+4 (2d6+14), +1 spiked light shield +11 (1d6+10)

Power Attack while . He's quite dependent on full-attacks, and he doesn't synergize with Nazhena's spell list (obstruct vision and movement). With any luck, he may teach your PCs about the benefits of preventing enemy full attacks.

You could instead switch to having him use a light hammer with a heavy shield, reducing his 2d6 hammer to a d8 while bringing the d6 shield to a d8. The main benefit is that his iterative wouldn't then take the TWF penalty:
TWF+PA: +1 spiked heavy shield +11/+6 (1d8+15), mwk light hammer +9 (1d8+9).

Regarding CMD, You've calculated something wrong; A large 18 Str, 10 Dex duergar ranger 6 has a CMD of 25 vs trip: 10 +6 BAB +4 Str +1 Large +4 Stability. Add more with a positive dexterity score, and Improved Trip adds another 2. AC bonuses that aren't armor, natural or shield also add to CMD.

Thank you very much Serum for crunching the numbers and pointing out my misstakes. He ll have the trait Shieldtrained, so the heavy spiked shield counts as light weapon. Final numbers for a enlarged fullattack should look like this: (18str, 12 dex)

TWF+PA: mwk warhammer +10/+5 (2d6+12), +2 spiked heavy shield +13 (1d8+12)
TWF: mwk warhammer +12/+7 (2d6+8), +2 spiked heavy shield +15 (1d8+8)
I m actually not sure if the loss of accuracy would make up for the dmg gained, but then i had a idea: Does a witchguard ranger who receives arcane spells from the witch patron qualify for arcane strike?

I can also just give him something that helps his survivability.
Enlarged he s at AC 20 (should he drink Nazhema s barkskin potion?)
CMD is actualy 29, probably forgot the dwarf trait, that should be fine.
Gave him 66 HP, ref:6, will:3, Con:+8
Now that I removed the Golem from the encounter I feel I can be abit more generous to the NSC Villain.


Ectar wrote:

I don't THINK a summoned monster adds to the CR of a fight, since it's an extention of the thing that made it. So I'm going to leave that out.

Ice golem = 1600xp,
6th level npc with class levels= 1600xp (I assumed NPC level wealth)
Nazhena= 3200xp
Total 6400xp, which is a CR9 encounter for 4 PCs. For 5 pcs of 6th level, this will be a rather hard encounter. It's doable, but hopefully the PCs have been saving some spell slots and are nicely healed beforehand.

Not mentioned that I can see. GM decision.

With absolutely no knowledge of your encounter design, here's a link I've found useful: [link=https://docs.google.com/document/d/1nx-o8VAjhUwh3nnfzDQT-JA5eFLnN_BZJiBitGjBMDg/edit]LINK[/link]

I agree and I ve come to the conclusion that I m just gona replace the Ice Golem with the witchguard. The Golem adds very little to this encounter and the npc is highly optimized against the PC group.

He ll not have PC wealth, armor for 150 gold, masterwork hammer, cure serious wound potion and what I m still debating is if I give him a +2 or +1 shield. He s got shieldmaster and none of the pc s uses a shield, it would be well placed on him. What makes the duegar such a deadly foe is that he s got fav. enemy humans and the whole frontline of the pc group are wikings. Enlarged he ll attack with: +13/+8 Hammer 2w6+8, +1Shield +14 w6+7 with a full attack. I still have 2 feats open with him and I m open to any suggestions. So far I gave him: 1. imp shield bash, 2. two weap fighting, 3. empty, 5. empty, 6. Shield Master. I am leaning towards combat expertise and improved trip to show the warpriest how evil it is to constantly knock someone down but I think it s abit much for this encounter. On the other side I worry abit that powerattack will deal to much dmg. saving shield is one I d like but then I can t decide on the last one, I d like something that increases his CMD vs trip, enlarged he s got CMD 23. Any suggestions?


Hi, if you don t know who he is, here s a link: Thibbledorf.

My DM has asked me to build a old D&D style Dwarfen Battlerager lvl 6(pls include progression to lvl 8), he leads a squad of lvl 3 armorspike covered dwarfs who focus on grapple.
The other dwarfs were easy to build, 2 lvls of Brawler with snapping turtle style and 1 lvl armored hulk barbarian.

Now for their leader I am really struggling. First I never played or built a grappler and I m finding it hard to find the right order for grapple feats. Most of them seem to start beeing available at lvl 6.
Here are some things I would like him to have: atleast medium armor, rage, focuses on bringing the pain to his enemys with close weapons, armor spikes and a magic horned helmet while grappling them.
MY idea is atm to go lvl 2 armored Hulk for raging grappler and then the rest Brawler(maybee Exemplar demonstrating his leadership?) but I doubt this is the best way because it only seems to come online at lvl 7, where he would get 2 feats. But I m not sure he will level up, since he s a NSC.
The other option is keep barbarian at lvl 1 so I can atleast take one of the grappling chain feats at lvl 6.
I would appreciate any input, from someone with grappling experience.


I need some advice on the endencounter of this book the fight against Nazhema. My party consists of 5 people with an equivalent of a 22 point buy, they have spent most their feats offensivly and I am worried this will be an anti climatic fight so I stole someones suggestion to add a witchguard as Nazhemas bodyguard. He ll be a Duegar ranger (sword nd board) with Humans as favourite enemys. This fits the background story of the fighter who was enslaved by duegars and is a great counter vs the trip focused warpriest who is a pain in the ...
The group consists of a warpriest, a dualwielding dornduegar fighter, a Longbow ranger, an air blasting sorceror and a support witch.
What I am abit worried is that I ve beefed up some encounters before and this has resulted in 2 player deaths. Mainly because of my lack of experience in designing encounters. one was a reanimated Ice troll with the cold template in the pale tower + the priest from the hunting lodge. The other was Faernip and his fey friends(I added 1 and his girlfriend also joined the fight)flanking backstabs+ the Nazhema s cursed ring completely destroyed a pc priest of Gorum.

Can this group handle the Ice Golem, a 6th lvl witch guard+ Nazhema and the summoned Imp? My plan is for the duegar to block the passage, Nazhema to cast Icestorm (no chance of casting summon monster first, with the ranger and sorceror around) the ice golem should burrow his way into the backline which have their sight blocked by the storm. This should give Nazhema enough time to survive the first rounds and get some nasty spells off.
But will the group survive this?

edited: one question I still have, how high can Nazhema fly under the tree roof?


Waldham wrote:
Nobody ?

I am sorry, I cannot help you with your questions, but have some of my own.

The encounters with the Dawnpipers seem awfull easy, but could be very funny because they have alot of CC but hardly any dmg. My party consists of 5 PC s with a 22 point buy equivalent. I am just worried that these encounters will be ended very quickly without giving the pipers the chance to act.
What have other Gm s done to beef up these encounters?

Dawnpiper encounter buffing:
The obvious weak point is that a whole group will all be targeting the piper and it will struggle to get any action off. The Spriggan with the Water encounter will do very little to draw some focus fire.
1st idea, was to make the Aura permanent, so as soon as the pc s move into range(maybe reduce it) they ll have to do a safe or get blinded.
2nd I was thinking of giving the Elemental sources(shrine) it s own action, which consist of the spells that the piper gains from them. example: raising Waterballs for cover, pushing melee s with waterjets, the flying stones grease themselfs randomly, after they opened the murderpit below them.

3rd I was thinking of adding the redcap fey(CR7) at the end of the book to the earth or wind shrine, the creature is to greaT to not be used... is this a too strong upgrade of the piper encounters? Should I use the redcap on it s own, if the party does retreat from the marketplace refill their ressources, before they go the final encounter?


Wow john

That are some crazy numbers, but I also think that your group likes to optimize. I know how broken the foe biter and mythic vital strike are and will not consider them an option. mythic eldritch heritage is also a very good return, I would actualy love to have nanite on one of my melee characters.
I know that I ll fall behind the other party members, but atleast I hope they ll notice the difference and that they are breaking the game.
Our monk is going for a foehammer mechanical arm and the dmg from the inquisitor will alrdy be insane without mythic. I don t even dare to imagine what mythic feats there are for ranged combat.

But what really got my attention is the rager pet soloing a balor. How did it manage that? What feats are there to buff an animal companion so it stays competitive in a mythic game?

I am very confident that our dm will not make the effort to rewrite every encounter (he s not always as prepared as i d like). I already had to tell him to max hp of his monsters after he was pretty surprised how we cruised through the first keep. I really fear for this game, because I love the story and my char but worry that we re gona brake the game.


Then I am convinced you ll enjoy it. Book 1 and 2 are excellent, I m not sure about book 3, I ve read it twice and still don t completely understand the plot that is going on in the main dungeon. Book 4 is the one i m looking forward to the most with it playing in a distant planet where aliens ride weapon wielding dragons! Book 5 is where I have my biggest doubts with it beeing an first world war scenario in russia... I haven t read it yet so I can t realy comment. Worst case scenario I ll just have to write a whole chapter myself.
I wish you good luck running this Ap, we are certainly having a blast and the creatures certainly make it a phantastic adventure


Dryad Knotwood wrote:

There are notes in the introduction of each portion of WotR on not using mythic power for the adventure path. You could have your GM take a look at that and use those suggestions for how to level your paladin rather than gain mythic power.

It's probably not as powerful, but it may be what you're looking for. Good luck on trying it out.

Thank you for that suggestion, that s certainly something to consider. But to be honeat I don t really want to replace mythic with something else. I would love to play with mythic if it wouldn t brake the game.

I think I want to prove it to the people at our table that it s possible to keep it challenging and still have fun.


So far i don t feel like i am beeing carried. I already have 20 strenght without any items or buffs at lvl 6. The sword is already +2 and will keep progressing. Until now I ve been the highest damage dealer in the group but the inquisitor will certainly overtake me soon, by shooting loads of holy bane arrows every round. Until now I ve been the main tank, putting my body between hits destined for other people in crucial moments with the suicidal trait. My Lay on hands heals 3w6 +11 on myself and if I drop below 0 hero s defiance goes off for 4w6+13. Saves are obviously good as a paladin, do I really need more for this adventure? If I look at any of my other characters, they are gimps compared to this paladin at the same level. Obviously I don t know what lies ahead, but are you all convinced I ll struggle without more mythic tiers?


From what i ve read in several threads, is that the mythic rules destroied peoples joy with this ap and they stoped at around lvl 12 because they ve been rofl stomping all the encounters. I don t want to contribute to something that s ruining the game. I am a dm myself and hate anti climatiq fights. As a player I always try to balance my characters offense and defense, or just play a support char, because longer fights make for more epic encounters. There s little that frustrates me more then boss fights that last for 2 rounds.

To my own suprise I chose the mount as divine bond for my paladin because I already got a magic weapon that progresses while leveling up. Cant remember the name of the sword. I also read that this was one of the rare Ap s where not alot of encounters are indoors so a mount could be usefull. And when i saw the mythic power of mounted maniac that allows an aoe fear on charge, i went for it. My character is a tiefling with the ancestral scorn racial feat, so the fear effect also sickens or even nauseteas evil outsiders. I just feel I have all the essentials for my build. Fey foundling, tiefling racial, mythic power attack. All the rest will just be extra gravy to intimidate better or crit on more dice rolls. I don t wanna be superman who squashes deamons between his toes. I rather be the beacon of light who struggles to iluminate the whole cave. My survivability is good with hero s defiance as o shit button.

Why would i contribute to ruining a nice game with an epic story by trivializing all the encounters?

I want to stop at tier one because that is before you can add a extra standart to your fullround action. Which imho is where it starts to go overboard


I m running this ap and we are about to finish book 2. I m not sure I would choose this Ap for someone new to Pathfinder. The main reason is actualy not a negative one and basicly the main reason why I love this ap. The monsters you encounter here are prety special and a welcome change from the orcs and undead you normaly face at low levels in regular dnd and pf modules. Instead here you fight against fey creatures, winterwolves and unique stuff like an ofen who used to be able to fly and carry a witch around. Plenty of dragons and witches are also common bosses, just make sure to add some small mobs to these end encounters or they will feel pretty unepic with a whole group focus firing on your boss.
What i m not particularely fond off is the dimension hoping that goes from one book to the next, I would have liked if the adventure played for longer in Irrisen and the plot was more politcly focused in this area. If this doesn t bother you, go ahead and run the game, I love the theme and encounters of this ap. If your hole group is new to pathfinder Rise of the runelords might be a better ap. So many people have voted it as the best paizo has published and it s a great mixture of funny, spooky, intriguing and mystical plot.


Hello

I m playing a Paladin of Iomedea in Wotr and I ve read all about how Mythic rules ruin the game and how encounters end to quickly etc. I ve talked to the DM that he should slow our progress down etc but I can t change his mind. He s always been very lenient and generous, we all roled pretty high stats and he even allows 3rd party material etc. We are now 6th lvl and 1st Mythic tier and from now on I want to refuse Mythic tiers, just keep my pala at Mythic 1. He s a powerfull character and I m pretty content with what he s got so far, fighting with sword and board and intimidating when I charge foes on my mount. The only thing I am concerned with is the survivability of my axebeak and I might ask the dm to give it one of my mythic tiers, but not more then one. Would it be possibel to complete this adventure path with just one mythic tier? Do you think I ll start regreting my decision later on? How should I explain my decision in game. I was thinking of spinning the story how this deamon cursed land is affecting my commrades, that the hunger for more power is something evil that the deamons have awakened us, that the source of power, the wardstones should not be depleted more. I m gratefull for any other original ideas


I have a lvl 9 live Oracle and I wouldn t want to miss on quick channel, it s his best feat. Action economy is so important. You re now at the stage where you can t keep up with healing the dmg that is beeing thrown around every round with channels, so being able to cast and channel in the same round is prety essential. Not primarely heals, but buffs and cc.
Reach spell will certainly come in handy as mobs become bigger at this lvls but can also be optained by a pretty cheap metamagic wand.


I see the main problem in short fights beeing to high dmg output. Low point buy can help with this, but players tend to sacrifice secondary attributes more, which does not remove the issue at hand. The best way is for the players to adress it, themselfs by not focusing their characters purely on dmg. I normaly play support characters, or if i play melee I usualy have a shield equiped, it just drags the fights out and makes for more interesting battles.
I am dm in a Reign of winter campaign and I have to adjust encounters constantly. Normaly I just give Mobs close to max Hp, If there is only one enemy in an encounter I add moocks that distract the party, but if they still focus on the BBEG, we have had some pretty anti climatic boss fights.
Imho the dmg output of 2h is to big and it scales to strong with strenght. I ve been thinking of ways to tone it down, without giving it at to big disadvantage but it s not so easy.
I still think removing the 1.5 dmg is a drastic but simple solution that adresses one of the core issues. 2 weapon fighting will become more dominant but from my experience, the lower to hit chance and fullround limitation keeps the dmg output in check. If choosing this route I would strongly advice, to also reduce multiple natural attack dmg output, which again solves issues with pet classes and some very powerfull builds out there.

An other possible way, which I introduced in my campaign after dropping 3/4 of the party below 0, with just one bloodrager of their lvl. Is that 2h weapons deal a max of w10 dmg, which helped with the vanilla 2h sword wielding, enlarged melee class. I also nerfed powerattack to always only add +2 dmg per -1 to hit. They are small changes that brought the game in the right direction.


Hello

I am no expert with blasting and the usefull metamagic feats but I do know my way around oracles and my lvl 9 one is also able blast with fire, but completely not specialized in it.
The most important thing for me as an oracle is to get additional spells known, so you can grab all the essentials and still have an option for the other slots. There are several ways you can gain more spells known (like expanded arcana feat or the fav class bonus for certain races), but I would recommend you the spirit guide archetype for this, which gives you one additional spell known per spell lvl and also has very good diversity, since you can swap out your shamanic side on a day to day basis. you loose alot of revelations through it but if you re not to fond of the flame revelations from the oracle you can get the same fire spells from the shaman side of the archetype.
The blackened curse, with a drawback that wont matter to you, can get you a decent choice of fire spells, altought no fireball (you get delayed firaball later on)this would free you up to take a completely different mysterie.

To the feats: I think you re focusing alot on the blasting, but your most important role might be to buff and support your group.

1. lvl feat should be divine scion which gives you charisma to initiative ( instead of improved initiative)

one metamagic feat I would strongly recommend is reach spell, there are sometimes situations where you don t want to or can t stand next to the group member who needs your support.

divine intervention could be a great lvl 11. feat.

for the other feats I think your looking at the right ones but I can t tell you the order you should take em.


you re right, sorry i confused it with the falcata


If you re not alrdy doing this, I think i just found what you want to hear. since you re using a one handed weapon you can easely use an oversized Kukri or falchion with only -2 to attacks.
massiv boost to dmg (2d8) no feats requiered or spent :-x

spend the feat on some utility, your DM probably alrdy hates you for the dmg you dish out, get something that helps you avoid dmg, like divine interception if you re not regurarely running out of spells


You probably are not skilled towards intimidation but since you alrdy meet the prerequisistes, dreadfull carnage could be an interesting option.

death or glory would give you +4 +4 against larger foes.
weapon spec for cosistant +2 dmg

But I get the impression your character is alrdy very good at hitting things reliably and hard, so if I was you, I would look at some utility feat.

swift blessing comes to mind.

divine interference.

nimble moves: can be great if your dm throws alot of difficult terrain at you.

tribal scars: +6 hp and extra 5ft movement speed

It all depends on what you think your character is missing. warpriests, normaly lack decent initiative, reflex saves, hitpoints.


while this might be an ok option at early lvls you ll regret putting so many points into strenght at around lvl 7 when you have enough spells and focus on supporting the group more and more. You re a full caster and later on will not be able to compete with the dmg any melee character does. Just stick to a crossbow for early lvls for the rounds you have nothing better to do. You ll profit alot more later on from high dexterity. your wisdom is also very low, remember you do not gain additional spells if you raise your wisdom with magic items.


Fruian Thistlefoot wrote:

Here is my advice as concerning the AP.

Will and Reflex will be your best targets.

Fortitude will become most creatures best save. You will be wasting time with them.

I'm a fan of the Spirit Guide but my favorites are Heaven, Lore, Slums, and Life. Life is fun for doubling amount of channel healing. My main one is Heaven as overland flight, prismatic spray, chain lightning. Stardust is really a good ability for taking care of invisibility and Displacements. Pair it with Life Sense and you can find them within 60ft.

Extend spell or Extend rods will be very useful. Your 11th level feat should be Divine Interference. I did not like Reach Spell and use a rod and lesser rod of it instead. Remember to cast Extended magic vestment and you hour long buffs the night before...wake up buffed and full spell list.

Fire will be the most resisted element in this campaign. You will have a couple enemies it will be good for. But you may be sitting on fireball most campaign.

You sir have alot of good intel. I am looking at other options from the shaman and I do like slum. I ll give heavens another look, I always wanted to make a heavens oracle but tought it revolves around colourspray to much.

I ve been mainly using fire for the extra movement because I am lame and make alot of use of 5 ft steps, beeing able to do them into difficult terrain has been extremely usefull. the spell selection has also appealed to me, but like mentioned never found the occasion to use fireball :-(
So while traveling outside i normaly use fire, while indoors i ve been using battle for magic vestment, the +2+2 battle ability and some added martial ability.

you sold me on divine interfernce, certainly gona be my lvl 11 feat.


Bloodrealm wrote:
Why are you so set on heavy armour and weapon feats if you plan on staying back as much as you can?

That is a very good question I keep asking myself! probably because of the 18 strenght. I also really like the Battle abilities from the shaman. If I could do the character again I would probably have gone with 16 dex, but I have to say that the first few lvls would have been incredibly boring, where the only usefull spell I had was bless. I had quite some moments with my spear. But with the higher lvls I obviously find myself casting more and more and less in the thick of the battle.

bad planning on my part, but I probably would have jumped off a cliff at sandpoint if all I would have done was cast bless, channel and shoot a crossbow.

but I am not set on heavy armor proficiency and will probably exchange it for reach spell or a other metamagic feat.


Bloodrealm wrote:
I'm pretty sure you're confusing Magical Knack with something else, and Varisian Tattoo requires Spell Focus as a prerequisite.

Yes I was confusing it with magical lineage to reduce metamagic cost for 1 spell.

yea spell focus is not on my wishlist, I think I might have to opt for Loreseeker or missionary traits if I want to raise casterlevel for some spells. actualy there is few of them and I might jus go with missionary and second chance.


PCScipio wrote:

Blessing of Fervor is arguably the best buff spell in the game - no reason not to take it. Hasted allies can use the +2 to Attack, AC and Saves. Being able to stand up without provoking is awesome when you need it.

Use a Longspear if you're not doing so already (is the +3 spear a Longspear?) and position yourself for Attacks of Opportunity. Consider Combat Reflexes.

[Edit] Liberating Command is particularly good for a spontaneous caster.

Blessing of Fervor is certainly on my wish list but I m planning on grabbing it later, was thinking of: freedom of movement, summon monster, oracles vessel (allowing the barbarian to rage cycle)

Yes I do use a longspear, combat reflexes is not an option because of my low dex, but the Hex from spirit guide gives me a second attack of opportunity and weapon spec, later on greater weapon focus! main reason I took the archetype plus added spells!!


Vatras wrote:

My life oracle (no archetype) had this at level 9 in the same path:

Feats:
Combat casting (debatable)
Persistent Spell (debatable)
Reach Spell (most used metamagic feat)
Expanded Arcana (for 2 spells)
Selective Channeling (not needed past level 12, as channeling in combat becomes very rare)
Spell Penetration (needed)

Later I added: Heavy Armor proficiency (we found several really nice full plates nobody needed, otherwise wouldnt have), Quicken Spell (at 13th, might have waited till 15, but very good), Expanded Arcana (picked up utilities: life bubble, windwalk)

Empower is pretty useless for healing, as it only affects the variables, and the healing spells have (almost) none. If you want to cast damage spells, that one and Intensify are good.
Dazing spell is mostly useless, and yes, I know I am speaking heresy here on the board :) But consider this: you add 3 levels, but keep the low level save DC, and you have no AE damage spells below 4th level, unless you count Soundburst and specials like your fireball. Using it on Soundburst makes it a 5th slot, and I don't see why not use Greater Command in that case and keep the DC? Usually a higher spell will serve.
I might tack it on Flamestrike (very small area), but don't I have better things to do with my 8th level slots? As you see, I don't consider the feat for non-AEs, because a single opponent requires no crowd control. I might be tempted with fireball, but my 6th level slots are needed for heal and greater dispel, which have proved to be very important.
Any feat dealing with channeling is a wasted feat, except Quicken and Selective Channeling. Channeling fades out at higher levels, so they retain their use only if your group uses variant channeling.
Silent Spell: I don't know...never had to use one. We have two full casters armed with dispel, so silence is no problem, and casting with discretion never came up.
Focused Spell: I don't consider it worthwhile anymore; our wizard has it, but since it does not help with the single target spells he...

wow Vatras that is so much good information right there!! I need to follow up one by one.

good to know there will be some good armor drops, while I ve been able to stay mostly out of melee, my AC would realy drop by quite abit if using medium armor.

I love all the information on metamagic, a department I really lack experience in.

Love the advice on metamagic feats.
-reach spell is a good call, while I have been able to normaly stay in the second row without getting hit, this might change with opponents becomming bigger and bigger.
- hm is spell penetration really so important? that s one feat i m not so keen on, since most of my important spells are buffs?
-dazing spell, I never considered this but you make a good point, yes I was intending on using it mainly for fireball and burninghands. I never tought about how important my 6th lvl spells will become, but you re right.

-I am really hoping my channel does not become useless in combat, I mean I channell with 7d6 (Aasimar fav class bonus)at 9th and could boost it with another 2d6 with a phylactery of positiv channeling which costs 11k and hope to be able to afford one day.
I agree it s getting hard, with people getting hit for 90 dmg in one round but let s say my main heal spell becomes heal, it does only affect one person and other people are getting hit too.
-I feel it would be nice to have protectiv channeling, which would safe me the round I use to cast protecction from evil communal. don t you agree?

-spells, alot of good info here (thank you)
1. what are ray of hope and light of Saranrea spells? any link couldn t find it and since I m also a follower would like to add them but can t find em on d20
2. really need to add silence to my list
3. dang resist energy communal is 3rd lvl... i had it as 4th lvl :-/
4. did you not feel the need for freedom of movement? did you miss it?
-I know blessing of fervor is one of the best here, but if I do have a wizzard in the group who always casts haste, is it still so essential? thank you for the reply PCsipio, i m still planning on taking it but maybee later...
- I would actualy like to have summon monster here, give the group some extra HP sponge. Hound archon would have a protection from evil aura and force a safe from enemys (that s 2 of my most important spells) just by summoning one. Or should I wait for the higher version SM V where the options have more HP?

Hm...while I know it will get hard to get my safe spells to stick, I was hoping that by raising my charisma they would not get obsolete. but thank you for all the info and I hope you come back again to this threat.


thx for your reply. the thing is I have fireball since lvl 6 and I ve never casted it. Just never was the right moment for it, lots of indoor encounters with not that many enemys. So I m kinda reluctantant to put all my eggs in one basket.
I love quick channel and the whole build revolves around it. There is plenty of dmg comming from our frontline. As a DM myself I am abit reluctant to make battles only last 2 rounds. My role is to support and while I am sure ther will be opportunities for fireballs, I rather make my group shine then grabbing the spotlight.
I also read that sacred geometry is broken, so I am abit reluctant to use it.


I m no expert in pfs, but I am creating a support cleric and I share your views on healing. What I am going for is a Halfling with the helpfull trait, combat reflexes and Bodyguard, which let s you grant your ally +4 on their AC if you re standing in the second row, while wielding a spear.
You can do the same with a other race but the bonus will only be +3.

For the heroism domain you re probably looking at Saranrea or Iomedea, not sure how that fits with the on the run theme. Saranrea gives you the option of good domain or fire if you want to occasionaly blast something with fire.
Iomedae gives you the good or war(tactics sub) domain which has a good spell selection.
I m not a big fan of the cleric archetypes, but the evangelist has a place. Since you re so focused on heroism your group will probably not have a bard and the evangelist would fill that void. But the core cleric will do just fine and having two domains from where you can choose the xtra spell is really important to me.
Where you go after the bodyguard feat is up to you. If you went with halfling your spear dmg is probably not so great I would focus on metamagic and utility feats like improved initiative.
As a cleric I would personally not use channels in combat, since you re probably lacking charisma to exclude all enemies with selectiv channeling, but if you find a way to make it work, I love the combination of quick channeling and shield other. Around lvl 8 mobs really hit hard and this is a solid way to keep your group alive. That s atleast how I do it with my live oracle.

If you can narrow down your deity and race I can suggest you a build.


Hello

In our Rise of the Runelords campaign we just made 9th lvl and our DM is allowing us to retrain feats. Aurelio is a Aasimar Life Oracle of Saranrae with the spirited Guide archetype ( Battle or Fire) for a more diverse and adaptable spell selection. He s the only divine Support class and most off those duties fall on him, altough I was able to convince the Inquisitor to choose prayer and he s now providing this spell. Still the difficulty is to provide the group fast enough with buff spells. The wizzard does cast Haste and the odd bulls strenght while I focus on group buffs and emergency heals ( please don t tell me in combat healing is not needed). We also have a barbarian and warrior who are very dmg focused.

My most valued magic item is a Mnemonic vestment that allows me to cast a spell from a scroll once per day as if it was on my spell list. used for scrolls with remove poison or curse etc (essentials I lack as spells)

My usual spells are:

1. lvl
Bless (if able to use before combat)
cure light wounds (out of combat healing)

2. lvl
protection from evil communal (1. spell I normally cast)
Shield other (needed if i want to use channels for in combat healing)
weapon of awe (if able to cast before combat)
lesser restoration (situational)

3. lvl
Magic Vestment (cast 3x before adventuring)
or Fireball
Archons Aura
Dispell Magic (situational)
(need a good spell here)

4. lvl
Firewall
protection from energy communal
-and I m strongly leaning to take freedom of movement

I also cast the spirit ability from Battle for +2 +2

So I am trying to get the most out of my action economy and was planning on going the spell perfection route with quick cast but 3 metamagic feats is abit of a steep prerequisite and I m not sure which metamagic feats I would take.

Stats:
Str 18 (kinda regret this now)
Dex 12
Con 15
Int 13
Wis 11
Cha 21

Feats:

1. Noble Scion +cha to ini
3. Selectiv channeling
5. swift channel
7. heavy armor prof (prob to be retrained)
9. ??

Options I ve been looking at but am not really convinced:

-Protective Channel (would free up one round)
-extra channel (swift channel is pricey but I normally have enough uses/day 6)
-clarifying channel (an option but I don t want to spend all feats on channeling)
-extra revelation combat healer ( probably gonna wait for 11th lvl to take this as class feature)
- weapon focus spear ( would be helpful but not essential)
-extra traits: Varisian Tatoo & second chance (reroll failed safe), maybe magical knack(not sure on which spell(probably fireball)

Metamagic feats I ve been looking into:
intensified meta ( for fireballs, burning hands)
Dazing spell (very costly)
empower spell ( for heals or fireballs)
flaring spell (cheap but lackluster :-()
focused spell
Persistent spell
Quicken spell (must)
silent spell ( utility)

If going the Metamagic route, the goal is to be able to pick up spell perfection at 15th lvl.

The focus of this char is to be able to provide the group with the essential buffs as quick as possible, so he then can contribute to the combat with either control or dmg spells, wade into battle with his +3 spear or emergency heal, while quick channels (like a 13th lvl cleric) provide a healthbuffer for the group.

what feats or spells am I missing or would you recommend? I am kinda planning up to 15th lvl


Hello

I would like some clarification on mounted combat. What I would like to do is able to ignore some opponent who is in the way to charge straight at an enemy who is behind. I play as a paladin, my malus on ride checks is so big I am not taking mounted combat and any of that feat chain.
My mount will have the following feats: "Trample", powerattack, improved overrun and later on charge through.

Is it possible for the mount to do a overrun maneuver on an enemy that is in the way and me attack the opponent who is behind in the same round? I know i ll get hit by an attack of opportunity from the guy who s beeing overrun but if I don t mind that would this work?

If not, what are the feats I would need for it?


out of the classes you re considering I would say Paladin is the strongest frontliner. If you have to be in the face of the enemy from round one, like when your party has no other warrior this would be my choice. They really lack feats so you ll probably end up with a big 2 hand weapon(sword) and go to town with powerattack. They are also very selfsustainable with their great safes and lay on hands ability.

Warpriest, I just love this class. Many say it isn t that strong but I disagree and found them to scale really well as they lvl. they might not be a top tier class but are really enjoyable because you have all the tools you could hope for. If you want a special build like shieldbashing, dualwielding, greater weapon of the chosen combat, or a good ranged build they provide you with the necessary feats. You can use small and original weapons like a whip or kukris and make a cool build with it. The blessings aren t that bad, like trickery where you can give yourself a mirror image as a move action but most of them will requiere a round to set up. But they should not be your focus, you chose this class for fervor.
You can also assist a cleric with group buffs, like protection from evil communal, bless if you choose so and are pretty selfsustainable as frontliner.

Cleric: I would not recommend you to play a cleric as frontliner. while they can certainly hold their own in battle and dish out some good dmg, I just feel you always want to do 2 things cast and whack mobs. You ll not be buffing your group as much, because you re more focused on yourself and after a certain level you ll have so many usefull spells that till you start wading into battle it is alrdy decided. In the end they lack the action economy and feats from the warpriest and selfsustainability from both classes mentioned above.

Inquisitor is certainly also a good option and if you don t want to be negleting skills you should go this route. They can easely keep up with dmg from a warpriest. You ll probably end up choosing your deity because of their favourite weapon and you ll have to stick to a build that doesn t relly on to many feats. If you want to make a intimidate build they offer you some great boosts out of the box.


It completely depends on your group composition. If your group has barbarians or fighters in it you ll find yourself fall behind in dmg after a certain lvl. By that time you also have so many spells that you feel your time is better spent buffing the group then yourself. My Oracle has 18 strenght at lvl 7 and I wanted him to be doing dmg with his spear but after the initial 2-3 rounds I am controlling the battlefield and buffing the group I feel it s pointless to start buffing myself to be able to compete with our frontline. You re are a full caster class and while it s certinly great for the first 5 lvls to be able to contribute to the battle with your weapon, after a while you ll start focusing more and more on spells. THis is just my experience as the sole divine casting class in our group. If you have a cleric in the group and not enough frontline then battle is certainly a good option, but if your group mostly relies on you for buffs, I feel alot of those battle abilities are waisted and you re better off mixing in some dmg spells. I ve started using intensified burning hands frequently and the odd fireball, some aoe dmg that my melee centric group really lacks.


do i need 3 feats for the companion to be able to wear heavy armor?


Feats for the mount will be power attack, improved overrun and it should alrdy have trample. what else would be a good feat to help with survivability?
armortraining is a possability what s the max ac animal armor can give?

1 to 50 of 112 << first < prev | 1 | 2 | 3 | next > last >>